From 5ad576f57d97387a94d19ff1f6fe1464a56c2575 Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 14 Nov 2017 01:25:45 +0100 Subject: [PATCH] [XCX} Cut scene shadow scaling Scales shadows to resolution.. x2 scaling is a good compromise until extra edge smoothing has been implemented --- .../af7acf7fb6dca1be_0000000000079249_ps.txt | 585 ++++++++++++++++++ 1 file changed, 585 insertions(+) create mode 100644 Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt diff --git a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt new file mode 100644 index 00000000..2914aedd --- /dev/null +++ b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -0,0 +1,585 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader af7acf7fb6dca1be +//cutscene shadow scaling +//to do - extra edge smooth pass, +//const float resScale = 2.0;// 2.0 looks good +const float resScale = ; +uniform ivec4 uf_remappedPS[31]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf599a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 6 6 6 border: 2 +layout(binding = 4) uniform sampler2DShadow textureUnitPS4;// Tex4 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 6 6 6 border: 2 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R9i = ivec4(0); +ivec4 R10i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[4]; +bool activeMaskStackC[5]; +activeMaskStack[0] = false; +activeMaskStack[1] = false; +activeMaskStack[2] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStackC[2] = false; +activeMaskStackC[3] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +if( activeMaskStackC[1] == true ) { +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.z; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R5i.w = tempi.x; +PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i)); +R5i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].y) * 1.0); +R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) * 1.0); +R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * 1.0); +R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].x) * 1.0); +PS1i = R4i.x; +// 2 +R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PV1i.x)); +R6i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV1i.x)); +R5i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) * 1.0); +PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) * 1.0); +// 3 +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].x) + intBitsToFloat(R127i.w))); +PV1i.x = R123i.x; +R127i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(PV0i.w))); +R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].y) + intBitsToFloat(backupReg0i))); +PV1i.w = R123i.w; +// 4 +R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(PV1i.w))); +R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(PV1i.x))); +R126i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(R4i.x))); +R127i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); +// 5 +R126i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); +R126i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R127i.z))); +// 6 +backupReg0i = R127i.x; +backupReg1i = R127i.y; +backupReg2i = R127i.w; +R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R126i.z))); +R127i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(backupReg0i))); +PV0i.y = R127i.y; +R126i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(backupReg1i))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg2i))); +// 7 +backupReg0i = R126i.y; +backupReg1i = R126i.w; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5)); +R126i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); +R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(backupReg0i))); +PV1i.z = R123i.z; +R126i.w = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(backupReg1i))); +// 8 +R6i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(R127i.x))); +R0i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(R127i.w))); +R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); +R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +PS0i = R2i.x; +// 9 +R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)); +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)); +R7i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y)))); +PS1i = R7i.y; +// 10 +R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)); +PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)); +R0i.w = PV1i.y; +R0i.w = clampFI32(R0i.w); +R1i.w = PV1i.z; +R1i.w = clampFI32(R1i.w); +PS0i = R1i.w; +// 11 +R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); //distant shadow +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale); +R2i.w = PV0i.z; +R2i.w = clampFI32(R2i.w); +R3i.w = PV0i.y; +R3i.w = clampFI32(R3i.w); +PS1i = R3i.w; +// 12 +R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) / resScale); +R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) / resScale); +R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) / resScale); +R4i.w = PV1i.y; +R4i.w = clampFI32(R4i.w); +R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) / resScale); +PS0i = R2i.y; +// 13 +R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) / resScale); +R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) / resScale); +R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale); +R6i.w = ((R127i.x == 0)?(0):(R126i.x)); +R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale); +PS1i = R4i.y; +} +if( activeMaskStackC[1] == true ) { +R7i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w)))); +R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); +R9i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w)))); +R10i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); +R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w)))); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R8i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].x) * 1.0); +PV0i.x = R8i.x; +R4i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].y) * 1.0); +PV0i.y = R4i.y; +R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].z) * 1.0); +PV0i.z = R2i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(PV0i.z))); +PV1i.x = R123i.x; +R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(PV0i.x))); +PV1i.w = R123i.w; +// 2 +R123i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV1i.w))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV1i.x))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV1i.z))); +PV0i.w = R123i.w; +// 3 +R3i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV0i.y))); +R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV0i.w))); +R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV0i.z))); +// 4 +predResult = (R6i.w != 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +activeMaskStack[2] = activeMaskStack[1]; +activeMaskStackC[3] = activeMaskStackC[2]; +// 0 +PV0i.z = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(R1i.x)); +R0i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R7i.y))); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R9i.x)); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R10i.x)); +// 3 +R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); +// 4 +predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(0x3eae147b)); +activeMaskStack[2] = predResult; +activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; +} +else { +activeMaskStack[2] = false; +activeMaskStackC[3] = false; +} +if( activeMaskStackC[3] == true ) { +// 0 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(uf_remappedPS[18].z))); +PV0i.z = R1i.z; +// 1 +R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)); +R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)); +PV1i.z = R1i.z; +R1i.w = PV0i.z; +R1i.w = clampFI32(R1i.w); +// 2 +R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)); +R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)); +PV0i.z = R1i.z; +R7i.w = PV1i.z; +R7i.w = clampFI32(R7i.w); +// 3 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); +PV1i.z = R1i.z; +R2i.w = PV0i.z; +R2i.w = clampFI32(R2i.w); +// 4 +R3i.w = PV1i.z; +R3i.w = clampFI32(R3i.w); +} +if( activeMaskStackC[3] == true ) { +R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); +R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R7i.xy), intBitsToFloat(R7i.w)))); +R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); +R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(0x3eae147b))); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); +R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); +// 2 +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R3i.x)); +// 3 +R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 0.25 + -(intBitsToFloat(R6i.w)))); +PV1i.x = R123i.x; +// 4 +backupReg0i = R6i.w; +R6i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R127i.y) + intBitsToFloat(backupReg0i))); +} +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +activeMaskStack[2] = activeMaskStack[1]; +activeMaskStackC[3] = activeMaskStackC[2]; +// 0 +R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(R2i.z))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(R4i.y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(R8i.x))); +PV0i.w = R123i.w; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV0i.w))); +PV1i.x = R123i.x; +R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +// 2 +R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV1i.x))); +PV0i.x = R1i.x; +R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV1i.w))); +PV0i.y = R3i.y; +R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV1i.z))); +// 3 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); +// 4 +R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.x = R2i.x; +R1i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); +PV0i.y = R1i.y; +// 5 +PV1i.x = ((0.5 > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = ((0.5 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 6 +R0i.w = ((PV1i.y == 0)?(0):(PV1i.x)); +// 7 +predResult = (R0i.w != 0); +activeMaskStack[2] = predResult; +activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; +} +else { +activeMaskStack[2] = false; +activeMaskStackC[3] = false; +} +if( activeMaskStackC[3] == true ) { +// 0 +backupReg0i = R0i.z; +R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)); +R7i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R1i.y))); +// 1 +R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)); +R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); +R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)); +R0i.w = PV0i.z; +R0i.w = clampFI32(R0i.w); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)); +PS1i = R1i.y; +// 2 +backupReg0i = R0i.z; +R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)); +R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)); +R1i.w = R127i.x; +R1i.w = clampFI32(R1i.w); +// 3 +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)); +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); +R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)); +R2i.w = PV0i.z; +R2i.w = clampFI32(R2i.w); +// 4 +R3i.w = PV1i.y; +R3i.w = clampFI32(R3i.w); +} +if( activeMaskStackC[3] == true ) { +R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w)))); +R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w)))); +R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); +R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w)))); +} +if( activeMaskStackC[3] == true ) { +activeMaskStack[3] = activeMaskStack[2]; +activeMaskStackC[4] = activeMaskStackC[3]; +// 0 +PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.x)); +// 3 +R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); +// 4 +predResult = (intBitsToFloat(R7i.w) > intBitsToFloat(0x3eae147b)); +activeMaskStack[3] = predResult; +activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true; +} +else { +activeMaskStack[3] = false; +activeMaskStackC[4] = false; +} +if( activeMaskStackC[4] == true ) { +// 0 +backupReg0i = R4i.x; +R4i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(backupReg0i))); +PV0i.x = R4i.x; +R4i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); +PV0i.y = R4i.y; +R0i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); +PV0i.z = R0i.z; +// 1 +R4i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(PV0i.x))); +PV1i.x = R4i.x; +R4i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(PV0i.y))); +PV1i.y = R4i.y; +R0i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(PV0i.z))); +PV1i.z = R0i.z; +// 2 +R4i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(PV1i.x))); +PV0i.x = R4i.x; +R4i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(PV1i.y))); +PV0i.y = R4i.y; +R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); +PV0i.z = R0i.z; +// 3 +R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)); +R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)); +R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +PV1i.z = R0i.z; +// 4 +R4i.w = PV1i.z; +R4i.w = clampFI32(R4i.w); +} +if( activeMaskStackC[4] == true ) { +R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.xy), intBitsToFloat(R4i.w)))); +} +if( activeMaskStackC[4] == true ) { +// 0 +R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.w)) + intBitsToFloat(R0i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(0x3eae147b))); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); +// 2 +backupReg0i = R6i.w; +R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg0i))); +} +activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; +activeMaskStack[2] = activeMaskStack[2] == false; +activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; +if( activeMaskStackC[3] == true ) { +// 0 +R127i.x = floatBitsToInt(-(intBitsToFloat(R0i.x)) + 1.0); +PV0i.z = floatBitsToInt(intBitsToFloat(R0i.y) + -(0.5)); +PV0i.w = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); +// 3 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(0x3ecccccd))); +// 4 +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x41200000)); +PV0i.y = clampFI32(PV0i.y); +// 5 +R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV0i.y) + intBitsToFloat(R0i.x))); +} +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].z) * 1.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].y) * 1.0); +PV0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].x) * 1.0); +// 1 +R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].z) + intBitsToFloat(PV0i.x))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].y) + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].x) + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +// 2 +R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].x) + intBitsToFloat(PV1i.w))); +PV0i.x = R123i.x; +R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].z) + intBitsToFloat(PV1i.y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].y) + intBitsToFloat(PV1i.z))); +PV0i.w = R123i.w; +// 3 +R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].x) + intBitsToFloat(PV0i.x))); +PV1i.x = R1i.x; +R1i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].y) + intBitsToFloat(PV0i.w))); +PV1i.y = R1i.y; +R2i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].z) + intBitsToFloat(PV0i.z))); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); +// 5 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +// 6 +PV0i.x = ((0.5 > intBitsToFloat(PV1i.z))?int(0xFFFFFFFF):int(0x0)); +PV0i.y = ((0.5 > intBitsToFloat(PV1i.w))?int(0xFFFFFFFF):int(0x0)); +// 7 +R0i.w = ((PV0i.y == 0)?(0):(PV0i.x)); +// 8 +predResult = (R0i.w != 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)) + vec3(intBitsToFloat(uf_remappedPS[26].x) / resScale,intBitsToFloat(uf_remappedPS[26].y) / resScale,intBitsToFloat(uf_remappedPS[27].x) / resScale)); +R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(uf_remappedPS[27].y)/ resScale); // +// 1 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(intBitsToFloat(uf_remappedPS[28].x) / resScale,intBitsToFloat(uf_remappedPS[28].y) / resScale,intBitsToFloat(uf_remappedPS[29].x) / resScale)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); // +} +if( activeMaskStackC[2] == true ) { +R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).x); +R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(backupReg0i))); +PV0i.z = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R2i.x))); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R3i.x))); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[26].w)); +PV1i.y = clampFI32(PV1i.y); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[26].w)); +PV1i.z = clampFI32(PV1i.z); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[26].w)); +PV1i.w = clampFI32(PV1i.w); +// 2 +PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0); +R127i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(uf_remappedPS[26].w)); +PV0i.z = clampFI32(PV0i.z); +PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); +// 3 +R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.x)); +// 4 +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.y)); +// 5 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.y)); +// 6 +R0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25); +} +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +// 0 +R0i.w = 0x3f800000; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.x = R6i.w; +PV0i.y = R0i.w; +PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) * intBitsToFloat(R0i.w)); +R0i.w = 0; +// 1 +R0i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); +R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); +R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +}